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Motion blur test

Moving test patterns at full, half and quarter frame rate to judge motion blur and ghosting.

Photosensitivity warning

This test moves a high-contrast object quickly across your screen. Two of its three lanes are built to stutter, updating at half and a quarter of your screen's frame rate, and at the faster speeds the object jumps many pixels between updates. The background never flashes. If flashing lights or sudden changes in brightness affect you, don't start this test.

To go gently, pick 240 px/s and the grey background, keep the test in the page instead of full screen, and pause whenever you like. If your system asks for reduced motion, the patterns start paused at that speed.

How to run the motion blur test

Put the display in the mode you actually use: its own resolution, the refresh rate you play or work at, and the overdrive or response time setting you normally leave it on. Close heavy tabs and apps so the browser has nothing else to do, and sit where you normally sit.

The patterns begin moving once the page has measured your refresh rate, which takes a second or two. Three lanes show the same object at the same speed. The full rate lane moves it on every frame. The half rate lane moves it on every second frame, twice as far each time, and the quarter rate lane on every fourth frame, four times as far. Because the speed is the same, the only difference is how often the picture changes, and that is what you compare.

  1. Watch the dropped frames counter. While it stays at zero, the lanes are being drawn as intended and the comparison is fair.
  2. Follow the object with your eyes, the way you would a character in a game. Blur that comes from the display holding each frame only appears when your eyes track something moving.
  3. Then hold your eyes still on one spot and let the object pass. Blur from tracking mostly goes away and steps become visible; a trail behind the object does not go away, because that comes from the pixels.
  4. Change the background and the speed. Trails show best where the change in brightness is largest, so try all three backgrounds: the black half of the object against the light one and the white half against the dark one are the biggest steps. The fastest speed makes every difference plain.
  5. Press Full screen for the cleanest view, and Space to pause on a frame to look at edges. In full screen everything except a short hint disappears, and the hint fades after three seconds of no mouse movement.

Speed is in CSS pixels per second, the pixels a web page works in. The object moves a whole number of device pixels per frame, so it always lands on the panel's own grid, and the page tells you when that whole number means a slightly different speed from the one you picked.

How to read what you see

  • Motion blur from the display holding the frame: the object looks smeared sideways by about the distance it moves between updates. Most LCD and OLED screens hold each frame lit until the next one arrives, and your eye keeps moving while the image stays put, so it smears across your vision. At 960 px/s on a 120 Hz display that is about 8 pixels, and it gets wider in the half and quarter rate lanes. This is normal, not a defect. The fine line groups on the white half go grey first, then the small text and the checkerboard; the widest lines survive longest.
  • Ghosting: a faint copy or a fading trail behind the object, still visible after it has moved on, and present even when you hold your eyes still. It means pixels are slow to change. It is usually worst for changes to and from dark greys, and often worse on VA panels and on IPS panels with the response time set to a slow level.
  • Overshoot, also called inverse ghosting: a bright or dark outline that follows the edges, a corona that isn't part of the object. The panel is driven past the colour it should reach and settles back. It comes from an overdrive or response time setting that is too aggressive; one step lower often clears it. It shows best on the grey background.
  • Judder and hitching: the object pausing for a moment, in every lane at once. That is a dropped frame, and the counter shows it. The half and quarter rate lanes step by design, so compare their steadiness with the full rate lane, not with perfection.
  • A much sharper object than the expected blur: if the full rate lane looks clearer than its step size allows, the display is probably switching its picture off between updates, with backlight strobing or black frame insertion. That reduces blur at the cost of some brightness, and it can flicker.

What the browser can and can't tell

A page can measure the rate it draws frames at and count the frames it missed. It does both here, from the times the browser reports for each animation frame, and the object is placed by counting frames rather than by reading the clock. If it followed the clock, every late frame would turn into a visible jump, and a lane meant to be smooth would stutter for a reason that has nothing to do with the display. Counting frames means a dropped frame shows as one extra refresh of holding still, which is what a dropped frame is.

The dropped frames counter is the number of refresh periods that passed without a new frame, judged against the median frame time. The first second after the test starts, or after a hidden tab comes back, is left out, because a browser that is still settling runs unevenly. So are the gaps when the tab was hidden or the page stopped drawing, since nothing was shown then. If the measured rate changes for good, for example because the window was dragged to another monitor, the patterns start over with steps for the new rate and the summary says so.

What a page cannot do is see the screen. It can't time how quickly a pixel changes, so it can't report a response time in milliseconds; can't tell ghosting from overshoot; and can't detect strobing or black frame insertion. Those are judged by eye or with a camera, and the summary lists them as not tested instead of guessing. The measured refresh rate is what the browser draws at, which normally matches the display's current mode; whether the display shows every frame it is sent takes a camera, like the frame skipping check in the refresh rate test.

Questions

What causes motion blur on a screen?

Two things, and they add together. First, most screens hold each frame lit until the next one arrives, so while your eyes follow a moving object the frame stays still and smears across your vision by roughly the distance the object moves between frames. Second, the pixels themselves take time to change colour, which leaves trails behind edges. The first is set by the frame rate and the speed; the second by the panel and its overdrive setting.

Is motion blur different on LCD and OLED?

OLED pixels change in a fraction of a millisecond, so an OLED shows almost none of the trailing from slow pixels that LCDs, especially VA panels, can show. But an OLED still holds each frame, so at the same frame rate the blur from your eyes following the motion is about the same as on an LCD with fast pixels. A fast LCD and an OLED look alike in the full rate lane at the same refresh rate; the difference shows up in the trails.

What are ghosting and overshoot?

Ghosting is a faint trail that follows a moving object because pixels haven't finished changing when the next frame arrives. Overshoot, or inverse ghosting, is the opposite: overdrive pushes pixels past their target colour to speed them up, and they show a bright or dark outline before settling. Both are set by how the panel is driven, and a lower overdrive setting usually trades overshoot for a little more ghosting.

Does a higher refresh rate reduce motion blur?

Yes, if the picture is drawn at that rate. At the same speed, doubling the frame rate halves the distance the object moves between frames and so halves the blur from holding each frame: about 8 pixels at 120 Hz against 16 at 60 Hz for 960 px per second. That is what the half and quarter rate lanes show. It only helps while the pixels can keep up, so a panel whose response is slower than one refresh shows trails whatever its refresh rate.

What is black frame insertion, or backlight strobing?

Instead of holding each frame, the display lights it briefly and then goes dark until the next one. Your eye has less time to smear the image, so motion looks much sharper, at the cost of brightness, and it can flicker. Some monitors do it by pulsing the backlight, some televisions and OLED panels by inserting black frames. A web page can't detect it. If the full rate lane looks sharper than its step size should allow, that is a sign of it.

Why does the object stutter in some lanes?

The half and quarter rate lanes are built to. They only change their picture on every second or fourth frame, moving twice or four times as far each time, so they look like a game running at half or a quarter of your frame rate. If the full rate lane stutters too, or all three lanes pause together, frames are being dropped: the browser or the system missed a refresh. The dropped frames counter shows how often, and a run with many drops can't be used to judge the display.

How can I photograph the motion with a camera?

For trails, put the camera on a tripod in manual mode with a fast shutter, around 1/1000 second, a raised ISO and locked focus, and take several shots as the object crosses. A short exposure freezes about one refresh, so ghosting or an overshoot outline shows up as it does on the screen. To photograph the blur your eyes see, the camera must travel along with the object at its speed, which needs a slider or a steady pan. A fixed camera can't record that. Phone cameras read the sensor line by line, which can slant vertical edges, and their automatic modes lift shadows, so lock the exposure.

Why is the speed in pixels per second, and why does it change to 1,008?

Pixels per second are CSS pixels, the pixels a web page works in, so a speed looks about the same on a standard and a high-density screen. To keep every edge sharp, the object moves a whole number of device pixels each frame, and the page rounds to the nearest. On a screen without scaling at 144 Hz, 960 px per second would be 6.67 pixels per frame, so it is drawn as 7 pixels, or 1,008 px per second. The page shows both numbers whenever they differ.